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By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)
Any type of conventional bazooka can be converted into this short
range, but very powerful Techno-Wizardry weapon. Because the TW Wind
Bazooka requires the collaborative efforts of a highly experienced
Air Warlock as well as a Techno-Wizard, it is the rarest
Techno-Wizardry weapon of all. This incredibly destructive
Techno-Wizard weapon fires a titanic, but highly concentrated blast
of wind with hurricane like force.
Creation Costs:
P.P.E. Cost: 50 + 6 P.P.E. for each 400ft (122m) of range
added, +8 P.P.E. for each damage crystal required, +10 P.P.E. for
each additional payload of 2 shots.
Spells Needed: Call Lightning and the eighth level Air
Elemental spell, Wind Blast
Physical Requirements: one blue zirconia crystal worth at
least 1500 credits for each damage crystal required (see chart
below), plus one smoky quartz crystal worth at least 250 credits for
each additional 400ft (122m) of range added to the bazooka, plus one
diamond worth at least 1000 credits for each additional payload of 2
shots added to the weapon.
Level Requirements: None, however creation of this weapon
requires the assistance of an Air Warlock who knows the Wind Blast
spell. Unfortunately, working with a magic user who is not a
Techno-Wizard is more difficult and reduces the odds for success: 20%
+ 6% per level of the Techno-Wizard. Additionally, for every level of
experience of the Air Warlock, the Techno-Wizard may (with the
appropriate physical requirements and additional P.P.E.) extend the
wind bazooka's range by 400ft (122m). As the Techno-Wizard advances
in experience, they may build the weapon with an additional
payload-increasing diamond at levels 3, 5, 7, 10 and 13. Likewise, as
the Techno-Wizard rises in experience, they are able to build more
powerful versions of the weapon (see chart below).
Time: 3D4 hours per each crystal in the weapon
Usage of Wind Bazooka:
Weight: Unchanged, only the weight of the ammo has been
removed.
Mega-Damage: Varies; the amount of damage inflicted by the
weapon depends on the level of experience of the Techno-Wizard when
the weapon was built:
Experience Level of Techno-Wizard When Weapon was
Created
|
Amount of Damage Inflicted
|
Number of Damage Crystals Required
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1
|
1D4 x 10
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14
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2, 3
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1D4 x 10 + 10
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18
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4, 5
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1D4 x 10 + 20
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24
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6, 7
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2D4 x 10
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28
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8, 9, 10
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2D4 x 10 + 10
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32
|
11, 12, 13
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2D4 x 10 + 20
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40
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14 or higher
|
2D4 x 10 + 30
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52
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Rate of Fire: Single shots only!
Maximum Effective Range: 1000ft (305m), plus 400ft (122m) per
level of the Warlock, however, increasing the range requires
additional P.P.E. and smoky quartz crystals from the Techno-Wizard at
the time the weapon is created.
Payload: 2 blasts, plus 2 additional shots for each extra 1000
credit diamond added. If the Techno-Wizard is of sufficiently high
level when the weapon is built, a maximum of 10 shots can be added
(giving the weapon a total payload of 12 blasts).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: Unchanged; WP Heavy (RIFTS Main Book, pg.
32)
Bonus to Strike: Unchanged
To Recharge: 25 P.P.E. for mages, 50 I.S.P. for psychics, 23
P.P.E for Warlocks, or 22 P.P.E. for Techno-Wizards will completely
recharge the weapon, regardless of its payload size or the amount of
damage it inflicts.
Cost: Original cost of weapon, plus 55,000 credits per each
crystal in the weapon.
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